using UnityEngine;
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using System.Collections.Generic;
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#if UNITY_EDITOR
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using UnityEditor;
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using System.IO;
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using System;
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#endif
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public class HorseEffectConfig : ScriptableObject
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{
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public List<EffectConfig> effectConfigList;
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[System.Serializable]
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public class EffectConfig
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{
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public string modelName;
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public List<string> boneNameList;
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public List<string> effectNameList;
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}
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}
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#if UNITY_EDITOR
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[CustomEditor(typeof(HorseEffectConfig))]
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public class HorseEffectConfigEditor : Editor
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{
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[MenuItem("程序/角色相关/坐骑特效配置")]
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static void CreateHorseEffectConfig()
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{
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HorseEffectConfig _config = CreateInstance<HorseEffectConfig>();
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string _name = "horseEffectConfig";
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string _path = ResourcesPath.ResourcesOutPath + "Gmodels";
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if (Directory.Exists(_path) == false)
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{
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Directory.CreateDirectory(_path);
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}
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_path = StringUtility.Contact(ResourcesPath.ResourcesOutAssetPath,
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"Gmodels/",
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_name,
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".asset");
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AssetDatabase.CreateAsset(_config, _path);
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AssetDatabase.Refresh();
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ProjectWindowUtil.ShowCreatedAsset(_config);
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}
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}
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#endif
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